I was reading some forum topics, and was stumbled by this post with the hot discussions in it, about sub-topics of ones I found some to say, but when I started to write my thoughts I realised that it’s more general:
The game has a shitty game-design.
When I start the game I look at the tools that the game gives me, look at my possibilities and exactly in that moment I realise what is going to be not just now, but all the game next to it (further I write what is difficult to describe in words, so please not take it literally as a what I realise that moment): no new tools and ways to interact with the game beyond the ones that have been already given, although these same tools are not of significant interest to use them constantly.
The is no interest nor in a process, nor after achieving a goal, because after all of this there will be all this again - the exact understanding of what will necessary to do for surviving, the exact routine for achieving it, and the realization that nothing else is required - just perform actions, the sequence of which is obvious, but long and tortuous due to the implementation of interaction between a player and the game (peculiarities of the text in-game process).
in instance that is why I dropped Project Zomboid after an !!!TUTORIAL!!! - just as the game started - complete realization of what actions I shall need to do to survive: build a house in a forest and rise the vegetables… and all the other parts of the game would be the same expirience time and again - hords of zombies along the cities, the same looting in every house, the same the same the same times and again!
and I would say that is due to the shitty game desing: although the game is sandbox, it doesn’t mean that the player should point the goals and to be trying to achieve it, only because it’s the sandbox; I’m sure that even here one could find the way to by the game’s player’s instruments create a whole full-Neumann architectured computer with its own OS, like it’s possible in Factorio, Terraria, Minecraft, etc., but that does not mean that the game is completed by given to a player such possibilities as a sandbox game. Shitty game design here is in that that the player just will not to will that, and not 'cuz he is stupid, not seeing the possibility of sandbox in creating even the full PC, but for a reason of that that it is not worth it, it would be not interestingly, he would not catch the new experience through doing that, - he would realise that from the begining to the very end it would be by his design, from start to finish, in the exact same way he was drawing it in his mind - and not by drop more than that: no pleasant surprises, astonishments, and while the little details that might come to light and make the path more rewarding (abuse, indirect ways to get something, etc.) - it wouldn’t be worth it, because… just for the sake of these moments it would not be worth it, not worth playing - it would not be worth wasting time
For me, C:DDA was interesting only because it had an emphasis on brutal realism and unusual in-game controls, which for me was the main game to study; thanks to the experience of PZ, I immediately realized that there would be nothing interesting beyond this.
What I described I observe in “real life” too, as from me itself, as from the other people: many people understand how to do many things, how to allocate resources, how the system should be organized - how everything should be, but instead of starting to do and apply everything that they understand - they refuse it. For example, many people could be the best presidents, the best builders, the best doctors, the best judges - by just realizing how it would have to be if they took it on and did it themselves, they immediately refuse to do it; because it would be monotonous work for them, which, having thought through from the very beginning to the very end, they would simply do monotonously in order to eventually get the result that they planned from the very beginning and which they could definitely get, because they planned from the very beginning full path that would work… and it so happens that the best of those who could do something do something else, by this with realizing that, just ask them (and they would agree), they would be taking greater benefit for a society by doing other work (and I’m not saying that everyone should do something against its will, and that that great things do not happen when people doing things on which their knack works on - it is just an example of refusing the work on the ground of deep intuitive understanding what will be going on, having with that other options to work with).
The same people who go to these professions and become those in whose places there could be people better than them, do it because they find it interesting - they kind of (or not even kind of) do not yet understand everything that they have to do , of what difficulties they will have to face, of what their activities will consist of - because, learning new things, realizing all this only now, they are interested in it, taking places in which their tasks would be better performed by other people who see all this from the very beginning, and probably still would be better than them in many aspects, even after their graduating.
and just like I just described my experience of “refusal” from the game - I understood “everything”, and therefore it is not interesting
When I was reading the post I was stumbled by, it comes to my mind, too: it seems that those who understand it that way just are not playing this game and not wasting their time here (kudos to their smartness), having refusing it from the very first look, while the game (and this place, forum) bring the people who for the some reason still enjoy it while there is no reason to stay here as other games give more chills (and REASONS to play!) (caves of qud, songs of syx, and, I dunno… already mentioned Terraria, Minecraft, Factorio, etc.?) (and not nesseceraly in roguelike genre - the games in general)…
P.S. there were a topic on github with tutorials proposals (Improve new player experience · Issue #57571 · CleverRaven/Cataclysm-DDA · GitHub), this (Modeling the recent events before the game start (warning: spoilers) · Discussion #60406 · CleverRaven/Cataclysm-DDA · GitHub) and many other things, and maybe they could give a shot for the new look on the how things should be done, including the possible ways of future development.